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In the end the biomes will be more beautiful than ever
Otherwise, great mod. Thanks for making and maintaining it.
If you want to use any other plant textures, best thing is to tell the modder who made them to just add theirs in the same custom path I use as well.
Farming Hysteresis is a 1.6 mod that does that, in a different way. You can flip to harvest only to maintain stock.
Seems to work fine with Smart Farming, and now ReGrowth 2.
Might be worth a compatibility check, ReGrowth 2 buttons and FH buttons sometimes seem to dance, but the mechanics seem to work fine.
It allows for bills at growing zones, which allows you to specify how much of a crop you want. I remember it worked fine with smart farming in 1.5, and it has not been updated.
While bills are not necessarily the best way to achieve this, since it achieves so much more, it is certainly a way of doing it.
So what I'm asking is if you will consider adding Growing Zones + or some sort of functionality for stock dependent disabling of growing zones?
How the snow on trees will work for your mod and modded plants in general?
And FX flame and smoke
I've always wondered the same thing when it comes to Rimworld. From my experience with other games a longer load order means longer loading time and a bigger impact on FPS depending on the mods installed; whereas Rimworld has both FPS and TPS. I never fully understood TPS and have noticed in the past that some mods impact this drastically. However FPS is rarely ever effected in this game even with intense graphics mods.
In my perspective and to answer your question here, I would agree and say yes that a smaller load order list would decrease the loading time required to boot the game or generate a world. But a mixed up and disorganized load order list for mods can cause a flood of different problems with any game.
Anyway, I have a more general question which might be well placed here due to the recent mod integration:
Does a shorter mod list *actually* reduce loading times, or is it more the mod content itself that defines this? In other words, do two separate mods take longer to load than one mod containing both features?
I am trying to make a custom crop and I wanted to use the vanilla/standard plant box because Im afraid if I try to recreate it on my own I will mess up a color or get a few pixels wrong and drive myself crazy :p
I super duper love your mod :D, sorry for bothering you.
I have, after all, added the ability to disable smart farming because of your feedback. I was too hostile at first, I apologised for that already. Feedback is very much wanted, but there is also the question of HOW it is provided and being able to let it go. You chose to bring this topic up AGAIN 13h ago. You made that choice, so unsubbing from the comments might be a good idea, but I hope you come back.
And I agree, I don't like white knights, I have deleted many comments insulting you for that reason.
Going forward any comment on this topic (as in, you, Eventides feedback), will be deleted. Agreeing, disagreeing, I don't care. The topic is done. This whole thing was handled badly by everyone, including me.
@LordBeef21, Literally nobody is fighting.
@Helixien, there have been others talking about the merging of mods and agreeing with me. You've just ignored them. A lot of them even got flagged because you have so many white knights reporting things. Again, thanks for the mod. I've given my feedback on merging things. I'll unsubscribe from the comments now since obviously feedback isn't wanted whatsoever.
Current mod version: 5.0.6-Mundi-rev1
Note the current mod page does NOT reflect the content of the 1.6 version! It will be updated in time!"
The setting is the very first in the Smart farming section. If you don’t see it, then there is some issue I have no way to find because it’s here and works when testing it.
Again, not necessarily attacking or anything just feedback on why people would be confused or annoyed by things.
As per usual, no errors in the log. <li Class="ReGrowthCore.ReGrowthCore_SmartFarming" /> has no key, value pair associated with it in the xml file, I'm not sure if that's related.
A big one is how they integrated Smart Farming into this.. which I'm still not exactly sure *why* that's a thing nor why there's no toggle for it. This mod's looking to do too much at once which is just going to cause compatibility issues and more confusion.
But this is exactly what I did not want. A non-sticky post will inevitably "get lost in history" at some point.
Nobody will browse the comments section 5 pages back in the hope of finding the answer. I still believe that a longer-lasting information update would be appreciated by many.
Arid, Boreal, Retextures, Swamp, Temperate, Tropical, and Tundra have all been integrated into core. Boiling, Extinct Animals, and Wasteland have not. I know boiling is going to receive a standalone update eventually, I assume extinct animals and wasteland will too
Once everything has been finalised and all the planned changes have been applied, could you *please* list them all in one place that is easy to find? Perhaps you could update the mod content description in the 'Core' section? Maybe as a 'Discussion' section?
This should definitely be a 'sticky' post so that it doesn't get lost in the day-to-day chat.
Currently, it's quite confusing.
Which sub-modules are/will be integrated into the core module?
Which ones will remain standalone?
Which ones will *become* standalone? (Looking at you, WMB! Thankfully, you've already deleted it from the content description, but not from the preview pictures.)
Thank you in advance, Helixien!
\ReGrowth 2\1.6\Patches\Compatibility\ReGrowth-Biomes.xml
-> PatchOperationFindMod is looking for "ReGrowth: Aspen", while the Aspen mod is named "ReGrowth 2: Aspen" in its about file.